2,092 Commits over 3,014 Days - 0.03cph!
Made Building environment volume slightly darker
Bandit town lighting update
Added environment volumes to all buildings and the dredge
Tweaked some of the lights
Scene2Prefab
Environment quality changes / Made BuildingDark slightly darker
Gas station and warehouse scene2prefab
Gas station and warehouse lighting upgrade
Added environment volumes to make everything darker
Added new light prefabs
Replaced old portacabin in the warehouse
New materials for gas station interior
New plaster_d texture variants (red and blue painted strips)
Environment quality update / Made BuildingDark volume slightly darker
Supermarket lighting tweaks and fixes
scene2prefab
Small adjustments to light prefabs used in the rocket factory and office buildings
Set office environment volumes to BuildingVeryDark
Replaced old portacabin prefabs used in the launch site with updated meshes
Rocket building windows prefab update
Fixed broken floor material on old portacabin meshes
Did some glass hacks to make it look less broken
Added a custom shadowproxy mesh for rocket factory exterior to get rid of light flickering through subpixel gaps
Replaced decal material on the rocket used inside the rocket factory with a cutout material
Updated launchsite scene with new lighting prefabs and deleted old ones
Deleted a bunch of props hidden underground
Rocket factory, offices and warehouse material tweaks to make everything more consistent with new lighting
Fixed glowing decals in the rocket factory and warehouses
Specular texture variants for glass materials
Updated rocket factory light prefabs
Added environment volumes to office building, rocket factory and warehouse prefabs
Changed their shadowproxies to the world layer to fix cubemap issues
New lighting setup for the rocket factory and office buildings
Updated office light prefab
Supermarket scene update
Material tweaks to make everything more consistent
Separate material for backfacing glass
Supermarket lighting and dimming volumes prefab
Flickering light prefab for office ceiling lights
Removed most of the small rocks on the hill with the antenna because they were causing too many issues on certain seeds
Rotated two cliff meshes to make sure there's no holes
Deleted stray red light from arctic_base_module_b that was hidden behind shelves
Scene2Prefab
Tweaked light settings of electric heaters to prevent them from bleeding through walls at night
Moved electric heaters to Default layer instead of World to stop emissive from getting picked up by cubemaps
Tweaked lights used inside portacabin_building_300_600_a, portacabin_building_900_1200_b and dome radar to stop light bleeding
Scene2Prefab
Added snow material variants to a few objects placed outside that were missing it
Scene2Prefab
Icicle prefab tweaks / skipped LOD0 on all icicles and switched to using LOD1 as default / added shadowproxies to all icicles / these changes should lower the tricount by roughly 2 million on highest graphical settings
Scene2Prefab
Slightly moved dome radar door to close a gap
Scene2Prefab
Added shadowproxies to arctic base lab modules to prevent light leaking through subpixels
Fixed another floating rock
Scene2Prefab
Clipped garage door animation to make it stop when hitting the ground
Cherrypicking Vincent's garage door fix
Portacabin building texture and material tweaks
Added dedicated shadowproxy meshes in an attempt to fix light leaking at certain times of day
Removed last floating rock
Scen2prefab
Tweaked colors and material settings of a bunch of common props that were standing out or looked weird in certain lightning conditions. Made a lot of them slightly darker to blend better in interiors. This mostly affects older props that have lighter diffuse than recent ones.
Changed the layers of light meshes inside the arctic lab modules
Added dimming volumes to dome radar
Scene2Prefab
Changed the layer of the light meshes above doors to Default to minimize cubemap issues when entering interiors
Scene2Prefab
Added slight rotation offset to wind turbine propellers so they don't rotate in sync
Wind turbines will now face the same direction
Another attempt at fixing floating rocks
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Dome radar LODs/Collider/Prefab setup
Added stair colliders for smooth movement
Scene2Prefab
Set layers of some buildings to World instead of default
Scene2Prefab
Added more dirt splat near road endings to make transitions smoother
Painted road topology
Better blend map
Fixed holes in the biome map
Tweaked terrain height near the garage door exit
Slightly tweaked terrain splat. Added more snow in some areas
Slightly adjusted positions and scale of icicles that are attached to portacabin roofs to make them blend better
Tweaked portacabin wall material
Scene2prefab
Added icicles to the scene
Created a proper RendererLOD setup for all icicle prefabs
Deleted icicle greryboxes
Better vertex paint and material setup on portacabins
Custom snow mask for portacabins
Added vertex paint to portacabin interiors
Added a different material for the ceiling
Updated prefabs
Created an additional prefab for arctic_portacabin_building_900_1200 with a different interior layout to add variety and added it to the scene